Insen is a Tongue-Tied Explorer who Consorts With The Dead in a Fairytale world
-------------------------------------------------------------------------------

Might:     ______ Pool: 14 Edge: 1 Defense: Practiced
Speed:     ______ Pool: 14 Edge: 0 Defense: Practiced
Intellect: ______ Pool: 10 Edge: 0 Defense: Practiced
Initiative: Trained

Effort: 1
Armor: 0
Experience Points: 0

Recovery Roll: 1d6+1
	Rested > 1 Action > 10 Minutes > 1 Hour > 10 Hours

Damage Track:
	Hale > Impaired > Debilitated


Special Abilities
-----------------

No need for weapons
	When you make an unarmed attack (such as a punch or kick), it counts as
	a medium weapon instead of a light weapon. Enabler.

Decipher
	Costs 1 Intellect point
	If you spend one minute examining a piece of writing or code in a
	language you do not understand, you can make an Intellect roll of
	difficulty 3 (or higher, based on the complexity of the language or
	code) to get the gist of the message. Action to initiate.

Speaker for the dead
	Costs 2+ Intellect points
	You can ask a question of a dead being whose corpse you are touching.
	Because the answer comes through the filter of the being's understanding
	and personality, it can't answer questions that it wouldn't have
	understood in life, and it can't provide answers that it wouldn't have
	known in life. In fact, the being is not compelled to answer at all, so
	you might need to interact with it in a way that would have convinced it
	to answer while it was alive. For each additional Intellect point you
	spend when you activate the ability, you can ask the being an additional
	question. Action.

Danger sense
	Costs 1 Speed point
	Your initiative task is eased. You pay the cost each time the ability is
	used. Enabler.

Fleet of foot
	Costs 1+ Speed point
	You can move a short distance as part of another action. You can move a
	long distance as your entire action for a turn. If you apply a level of
	Effort to this ability, you can move a long distance and make an attack
	as your entire action for a turn, but the attack is hindered. Enabler.


Skills
------

Initiative (unless it's a social situation) (Trained)
	You are trained in initiative (unless it's a social situation).

Perception (Trained)
	You are trained in perception.

Light weapons (Practiced)
	Light Weapons

Medium weapons (Practiced)
	Medium Weapons

Heavy weapons (Inability)
	Heavy Weapons

Social interaction (Inability)
	All tasks relating to social interaction are hindered.

Verbal communication or relaying information (Inability)
	All tasks involving verbal communication or relaying information are
	hindered.


Attacks
-------

Medium Weapon
	A medium might attack doing 4 damage.
	A medium weapon of your choice. Granted from Starting Equipment.

Punch
	A light might attack doing 2 damage.
	A right jab.

Cyphers
-------
Limit: 2

Remote Viewer (Level 2, Manifest)
	For one hour per cypher level, the user can see everything going on in
	the vicinity of the cypher, regardless of the distance between them.

Spy (Level 3, Manifest)
	Produces a tiny spying object that resists detection as a level 8
	creature. The object moves at great speed, mapping and scanning an
	unknown area. It moves 500 feet (150 m) per level, scanning an area up
	to 50 feet (15 m) away from it. It identifies basic layout, creatures,
	and major energy sources. Its movement is blocked by any physical or
	energy barrier. At the end of its mapping run, it returns to the user
	and reports. If it discovers a predefined target during its run (such as
	"a creature of level 5 or higher," "a locked door," "a major energy
	source," and so on), it detonates instead, dealing damage equal to the
	cypher's level (half electrical damage, half shrapnel damage) to all
	creatures and objects in short range.


Equipment
---------
Money: 0

- Appropriate clothing and a weapon of your choice, plus two expensive items,
two moderately priced items, and up to four inexpensive items. Granted from
Starting Equipment.

Advancements
------------
Tier: 1

[ ] Increase Capabilities
[ ] Move Toward Perfections
[ ] Extra Effort
[ ] Skill Training
[ ] Other


Background
----------
Explorer
You are a person of action and physical ability, fearlessly facing the unknown.
You travel to strange, exotic, and dangerous places, and discover new things.
This means you're physical but also probably knowledgeable. Although Explorers
can be academics or well studied, they are first and foremost interested in
action. They face grave dangers and terrible obstacles as a routine part of
life.

Tongue Tied
You've never been much of a talker. When forced to interact with others, you
never think of the right thing to say-words fail you entirely, or they come out
all wrong. You often end up saying precisely the wrong thing and insult someone
unintentionally. Most of the time, you just keep mum. This makes you a listener
instead-a careful observer. It also means that you're better at doing things
than talking about them. You're quick to take action.

Consorts With The Dead
The dead answer your questions, and their reanimated corpses serve you.

Choose how you became involved in the adventure:
• You just tagged along and no one told you to leave.
• You saw something important the other PCs did not and (with some effort)
managed to relate it to them.
• You intervened to save one of the other PCs when they were in danger.
• One of the other PCs recruited you for your talents.

Background Connection
---------------------
You were a star high school athlete. You're still in great shape, but those were
the glory days, man.

Focus Connection
----------------
Pick one other PC. That character doesn't seem to approve of your methods.

Notes
-----

Possible player intrusions based on your character type:
Fortuitous Malfunction
A trap or a dangerous device malfunctions before it can affect you.

Serendipitous Landmark
Just when it seems like the path is lost (or you are), a trail marker, a
landmark, or simply the way the terrain or corridor bends, rises, or falls away
suggests to you the best path forward, at least from this point.

Weak Strain
The poison or disease turns out not to be as debilitating or deadly as it first
seemed, and inflicts only half the damage that it would have otherwise.

Actions, Not Words
+2 to your Might Pool, and +2 to your Speed Pool.
Granted from Tongue Tied

Possible GM intrusion from your focus:
The character's necromantic reputation precedes them. A corpse seeks revenge for
being reanimated.
